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STS signs with Enteractive

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STS, Poland’s biggest betting operator, which also operates in several European markets, has partnered up with Enteractive’s (Re)Activation Cloud®, iGaming’s leading conversion platform.
The plug-and-play service offered by Enteractive will aim at improving STS’s player retention rates.
STS Gaming Group is a leading brand in the iGaming industry in Europe, with an extensive product portfolio including bookmakers, virtual sports, casino, live casino and eSports event bets. The brand has recently onboarded legendary goalkeeper Peter Schmeichel as well as ski jumper Martin Schmitt to drive its new ‘Bet with the leaders’ campaign.
STS dominates the Polish bookmaking market with a 47% share and is the main sponsor of Poland’s national football team as well as a large number of other major teams in the country. Over the last six years, STS has multiplied its revenue tenfold and is now pushing for further geographical and offer expansion.
The company currently counts 1,500 employees in Katowice, Warsaw, Prague and Malta, and is expected to grow further in the short term.
STS CEO Mateusz Juroszek comments: “We have found a partner in Enteractive which shares our values in terms of innovation and constant improvement. It is our strategy to lead the way in development in terms of technology that constantly pushes to do things better.
“Partnering up with Enteractive and connecting to its Reactivation Cloud, we have added another vital tool to our CRM department so that we are able to communicate and engage on a large scale with our customers the STS way.”
(Re)Activation Cloud® is the only scalable, proprietary software available on the market which is specifically designed to handle personal one-on-one calls that strengthen customer loyalty.
While the entire industry is focusing on gamification and automated tools, Enteractive is choosing to focus on retention powered by technology and real human interaction. Enteractive’s services result in a boost to bottom-line P&L and long-term brand loyalty.
The platform plugs directly into clients’ existing CRM systems through seamless API integration which provides real-time, end-to-end transparency. Enteractive’s clients’ have full visibility and control of the entire process.
Additionally, all (Re)Activation methods used are GDPR and G4 compliant and all data processed is highly secured.
Mikael Hansson, Enteractive Founder and CEO, said, “We are very happy to partner up with STS, a powerhouse in the important Polish market but also an agile and ambitious company with great potential in the rest of the world.
“With STS connected to our (Re)Activation Cloud we have already seen good signs in terms of conversion rates and player reactions which further strengthens our belief that strong brands benefit even more from our qualitative and scalable product. Now we look forward to continuing the ramp up and to lay the foundation to a strong and profitable partnership in the coming months.


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: STS signs with Enteractive

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID

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– 80% of gamers encounter cheating in online games –

– Over half of gamers (55%) have either reduced or stopped spending on in-game purchases because of cheating

Four out of five gamers have faced cheating in online play, exposing a crisis that threatens the integrity of the global games industry. That’s the headline finding from new research by PlaySafe ID, the platform dedicated to keeping cheaters, bots, and predators out of video games. Based on a survey of more than 2,000 gamers in the UK and USA, the results are detailed in Gaming’s Cheating Crisis Report, a landmark whitepaper revealing the scale, impact, and risks of unchecked cheating.

The effects of this on gamers, and therefore for game studios alike are stark. The data reveals severe implications for studio revenue with 55% of gamers admitting to having either reduced or stopped spending on in-game purchases because of cheating. A further 42% of gamers said that they have considered quitting a game entirely because of cheaters. These numbers make one thing clear, cheating isn’t just a player experience issue; it’s a direct threat to revenue. Studios can no longer afford to overlook it.

The data clearly shows that the vast majority of gamers are ready for change. With 83% saying they would be more likely to play a game that promotes itself as cheater-free, more than just an empty promise players are willing to take actionable steps if studios get on board with 73% comfortable verifying their identity to ensure a cheater free experience. This desire for accountability extends beyond a single title, as 79% believe cheating penalties should apply across multiple games.

Andrew Wailes, Founder and CEO of PlaySafe ID, commented: “I hate cheating in video games, it’s a serious issue that undermines player trust and directly impacts developer revenues. From looking at our data it’s clear that gamers agree and that they are not only aware of the problem, but they’re ready to be part of the solution. Gamers are ready, the responsibility to address cheating now falls squarely on studios and developers with robust, effective and most importantly transparent measures.”

Key findings of Gaming’s Cheating Crisis Report:

  • Cheating is a problem: 80% of gamers encounter it in online games. Only 20% of gamers have never come across a cheater.
  • The hidden cost: cheating has a direct financial impact on the games industry, as 55% of gamers have either reduced or stopped spending on in-game purchases because of it.
  • Retention risks: 42% of gamers have considered quitting a game entirely because of cheaters.
  • Solutions and accountability: 83% would be more likely to play a game that is credibly promoted as being cheat-free. The gaming community is highly receptive to identity verification: 71% would be comfortable verifying their identity with an accredited verification company.

Given the deeply ingrained nature of cheating and its negative effects on players, the PlaySafe ID whitepaper explores opportunities for developers and publishers to retain players and protect revenue, highlighting the potential for fairer gaming environments. The whitepaper outlines current trends in player sentiment towards anti-cheat measures, including identity verification and cross-game penalties, which can be utilised to unlock the potential of a more accountability led gaming ecosystem. Gaming’s Cheating Crisis Report is available to download here.

 

The post GAMING’S CHEATING CRISIS REVEALED IN FULL BY PLAYSAFE ID appeared first on European Gaming Industry News.

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Newzoo x Tebex Report: How Gamers Are Spending in 2025

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How players pay is changing, and so is how much they spend.

Tebex, the leading payments solution for gaming reaching $1Bn in processed payments, is launching the first industry-wide look at payment trends in EU and NA with Newzoo on Tuesday, August 12 at 09:00 AM CEST.

Unlocking Games Revenue: Player Behavior and Payment Trends in the West”

Key Findings:

  • NA is the top spending region globally:

    • NA average: $324.9 per payer

    • EU average: $125.4 per payer

  • Motivations for spending differ by region:

    • NA has a desire for expression:

      • 34% of players spend to unlock exclusive content and 29% to personalize characters

    • EU has a value-driven behavior:

      • 28% of players citing special offers or good prices as their top reason to spend.

  • EU: DLC, microtransactions, and subscriptions account for nearly 50% of PC game revenue (and 1/3 of console game revenue)

  • NA: leads in Buy Now, Pay Later adoption with $80 ATV, tied with Crypto.

  • In LATAM, Africa, and APAC: local wallets  are becoming the go-to payment method

 

The post Newzoo x Tebex Report: How Gamers Are Spending in 2025 appeared first on European Gaming Industry News.

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Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr

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Board approves stock split and 1:1 bonus issue

Nazara Technologies Limited (“Nazara”) posted a sharp growth in Q1FY26 with revenues of ₹498.8 crore (+99% YoY) and EBITDA of ₹47.4 crore (+90% YoY). The core gaming business achieved a 24.4% EBITDA margin, reflecting strong execution of its IP-led gaming strategy.

PAT in Q1FY26 was ₹51.3 crores, marking a 118% YoY increase and underlining the company’s continued ability to generate sustainable profits even as it invests for growth.

Growth was led by strong performances from Fusebox, Animal Jam, and Curve Games, supported by the company’s Centers of Excellence in User Acquisition and Analytics. “We are seeing early results from our sharpened focus on IP-led gaming and are reinvesting this momentum into expanding our IP portfolio and strengthening UA to drive sustained growth. We have also strengthened our leadership team with recent appointments bringing deep expertise in gaming,” said Nitish Mittersain, Joint MD & CEONazara Technologies Ltd.

The board also approved Sub-division of equity shares and issue of Bonus Shares as follows:

  1. Sub-division of 1 (One) equity share of face value of Rs. 4/- (Rupees Four) each fully paid-up into 2 (Two) equity shares of face value of Rs. 2/- (Rupees Two) each fully paid-up; and
  2. Issue of bonus equity shares in the ratio of 1:1 i.e., 1 (One) bonus equity share of Rs. 2/- (Rupees Two) each for every 1 (One) equity share of Rs. 2/- (Rupees Two) each fully paid-up.

 

The post Nazara Doubles Q1FY26 Revenues to ₹498.8 Cr; EBITDA Up 90% to ₹47.4 Cr and PAT Increases by 118% to ₹51.3 Cr appeared first on European Gaming Industry News.

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